mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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112 lines
4.1 KiB
C++
112 lines
4.1 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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#define MAX_WORLD_SOUNDS 64 // maximum number of sounds handled by the world at one time.
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#define bits_SOUND_NONE 0
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#define bits_SOUND_COMBAT BIT(0) // gunshots, explosions
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#define bits_SOUND_WORLD BIT(1) // door opening/closing, glass breaking
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#define bits_SOUND_PLAYER BIT(2) // all noises generated by player. walking, shooting, falling, splashing
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#define bits_SOUND_CARCASS BIT(3) // dead body
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#define bits_SOUND_MEAT BIT(4) // gib or pork chop
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#define bits_SOUND_DANGER BIT(5) // pending danger. Grenade that is about to explode, explosive barrel that is damaged, falling crate
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#define bits_SOUND_GARBAGE BIT(6) // trash cans, banana peels, old fast food bags.
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#define bits_ALL_SOUNDS 0xFFFFFFFF
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#define SOUNDLIST_EMPTY -1
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#define SOUNDLISTTYPE_FREE 1 // identifiers passed to functions that can operate on either list, to indicate which list to operate on.
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#define SOUNDLISTTYPE_ACTIVE 2
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#define SOUND_NEVER_EXPIRE -1 // with this set as a sound's ExpireTime, the sound will never expire.
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// An instance of a sound in the world.
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class CSound
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{
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public:
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void Clear();
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void Reset();
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BOOL FIsSound();
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BOOL FIsScent();
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public:
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Vector m_vecOrigin; // sound's location in space
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int m_iType; // what type of sound this is
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int m_iVolume; // how loud the sound is
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float m_flExpireTime; // when the sound should be purged from the list
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int m_iNext; // index of next sound in this list ( Active or Free )
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int m_iNextAudible; // temporary link that monsters use to build a list of audible sounds
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};
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// A single instance of this entity spawns when
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// the world spawns. The SoundEnt's job is to update the
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// world's Free and Active sound lists.
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class CSoundEnt: public CBaseEntity
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual int ObjectCaps() { return FCAP_DONT_SAVE; }
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virtual void Think();
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public:
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void Initialize();
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static void InsertSound(int iType, const Vector &vecOrigin, int iVolume, float flDuration);
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static void FreeSound(int iSound, int iPrevious);
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// return the head of the active list
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static int ActiveList();
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// return the head of the free list
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static int FreeList();
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// return a pointer for this index in the sound list
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static CSound *SoundPointerForIndex(int iIndex);
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static int ClientSoundIndex(edict_t *pClient);
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BOOL IsEmpty() const { return m_iActiveSound == SOUNDLIST_EMPTY; }
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int ISoundsInList(int iListType);
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int IAllocSound();
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public:
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int m_iFreeSound; // index of the first sound in the free sound list
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int m_iActiveSound; // indes of the first sound in the active sound list
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int m_cLastActiveSounds; // keeps track of the number of active sounds at the last update. (for diagnostic work)
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BOOL m_fShowReport; // if true, dump information about free/active sounds.
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private:
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CSound m_SoundPool[MAX_WORLD_SOUNDS];
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};
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extern CSoundEnt *pSoundEnt;
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